Piell
2014-08-28, 01:57 AM
In deciding to rewrite the fighter, I had to first decide what I wanted out of it. I didn't want it to have a ton of active abilities - the warblade is an excellent class designed around that. I wanted to get rid of dead levels. I didn't feel I needed to add a bunch of damage boosts - fighters are already pretty decent at that, and keeping the bonus feats would allow for specializations in that area. There were two primary things I wanted to boost - mobility and tankiness/recovery. Fighters have always been reliant on magic items and alllied spellcasters for a lot of this, and even then are often at the mercy of enemy spellcasters. Finally, I wanted a fighter that could still lay out a beating even without their guy or in an antimagic field.
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special
1st
+1
+2
+2
+2
Bonus Feat
2nd
+2
+3
+3
+3
Bonus Feat
3rd
+3
+3
+3
+3
Weapon Power +1
4th
+4
+4
+4
+4
Bonus Feat
5th
+5
+4
+4
+4
Arrogance of Might, Sight Beyond Sight
6th
+6/+1
+5
+5
+5
Bonus Feat, Mobile Fighter, Weapon Power +2
7th
+7/+2
+5
+5
+5
Massive Leap, Powerful Swimmer
8th
+8/+3
+6
+6
+6
Bonus Feat
9th
+9/+4
+6
+6
+6
Swift Recovery, I Fear No Death, Weapon Power +3
10th
+10/+5
+7
+7
+7
Bonus Feat
11th
+11/+6/+1
+7
+7
+7
Shake It Off
12th
+12/+7/+2
+8
+8
+8
Bonus Feat, Weapon Power +4
13th
+13/+8/+3
+8
+8
+8
Confidence of Might
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
15th
+15/+10/+5
+9
+9
+9
I See All, Weapon Power +5
16th
+16/+11/+6/+1
+10
+10
+10
Bonus Feat
17th
+17/+12/+7/+2
+10
+10
+10
Slayer
18th
+18/+13/+8/+3
+11
+11
+11
Bonus Feat
19th
+19/+14/+9/+4
+11
+11
+11
Heroes Never Die
20th
+20/+15/+10/+5
+12
+12
+12
Bonus Feat
Hit Die: d12
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier. (x4 at first level)
d12 hit die, since it's supposed to be a tank
Bonus skill points and a good skill list because everyone deserves nice things
Class Features
All of the following are class features of the hero.
Weapon and Armor Proficiency: Heroes are proficient with all simple and martial weapons, with all kinds of armor (heavy, medium and light), and with all shields (including tower shields).
No change here
Bonus Feats (Ex):At 1st level, a hero gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The hero gains an additional bonus feat at 2nd level and every two hero levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A hero must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A hero is not limited to the list of fighter bonus feats when choosing these feats.
Again, no change from the base fighter. Bonus feats are always good!
Weapon Power (Ex): Starting at 3rd level, any weapon a hero wields (included unarmed strikes) is treated as having an enhancement bonus while the hero holds it. This bonus starts at +1 and increases by 1 every three hero levels thereafter (6th,9th,12th,15th) up to a maximum of +5. This weapon can be enchanted normally, but does not count as having an enhancement bonus in determining crafting costs and prerequisites (i.e. it must be enchanted to +1 before the Holy enchantment would be applied, and going from a +1 weapon to a +1 Fiery weapon would cost 6000 gp no matter what the enhancement bonus).
This does a few things. First, it means a fighter can beat you to death with pretty much anything. Second, it makes the golf bag of weapons easier to use - you just need the base weapon, you don't need to enchant them all. Finally, it also gives you more money to spend on other enchantments while still getting attack/damage bonuses.
Arrogance of Might (Ex): A 5th level hero gains Evasion and Mettle.
Sight Beyond Sight (Ex): A 5th level hero gains blindsense 30'.
Evasion and Mettle plus all good saves makes a pretty good tank against a lot of spells. Blindsense helps against things like stealth and invisible opponents that a traditional fighter doesn't really have any counters to, other than magic items.
Mobile Fighter (Ex): A 6th level hero may move during a full attack. They may move a distance up their movement speed and this movement may be split up before attacking, between attacks, and after attacking.
The downside of the standard melee fighter is getting stuck in and having to stand around and trade blows (which thus leads to the popularity of pounce.) Now a fighter can move all they want and still get all their attacks. They still need to tumble or take AoO's, but now at least they have options.
Massive Leap (Ex): At 7th level, a hero may fly as any part of their movement as if they had a fly speed equal to their movement speed with perfect maneuverability (for flight). If they do not end their turn adjacent to a creature or object, they fall at the end of their turn. A hero takes fall damage as if the fall were a lower distance equal to twice their movement speed.
Powerful Swimmer (Ex): A 7th level hero gains a swim speed equal to their land speed.
Some much-needed mobility enhancement, as well as allowing some neat Shadow of the Collosus style maneuvers.
Swift Recovery (Ex): At 9th level, a hero gains fast healing 5
I Fear No Death (Ex): A 9th level hero gains a permanent Death Ward effect.
Adds tankiness in the form of HP recovery as well as immunity to death effects. You can't instant-kill the hero and as long as they're still alive they'll be back in top form shortly.
Shake it Off (Ex): At 11th level, once per encounter on their turn a hero can select one spell, effect, or other condition currently affecting them and with a duration of 1 or more rounds. That effect ends on them immediately. This does not require an action.
A modified Iron Heart Surge, lets a hero get rid of a negative effect.
Confidence of Might (Ex): A 13th level hero gains Improved Evasion and Improved Mettle.
Just improving on the 5th level bonuses.
I See All (Ex): At 15th level, a hero gains an always-active True Seeing effect.
Lets the hero shut down a bunch of spellcasting shenanigans for themselves.
Slayer (Ex): At 17th level, any successful strike on an opponent with CR less than the hero's HD-2 also forces the target to make a Reflex save equal to 10+Hero's HD bonus or die. Even if the opponent succeeds, they still take normal damage. Any opponent with a CR of half or less of the hero's HD who is adjacent to the Hero can be slain instantly as a free action.
This is the only ability I'm really unsatisifed with. CR is metagamey and also innacurate a lot of times, but I'm not sure what to replace it with to keep the flavor and usefuless (that being a hero being able to cut down lesser enemies with little or no effort). I can't use HD since it varies so wildly, and making it HP-based would mean even powerful class-based and casting types would be subject to it while lower level high-hp tanky enemies wouldn't.
Heroes Never Die (Ex): At 19th level, if a hero would be reduced to negative hit points, make a Fortitude save with a DC equal to the negative hit point total. On a successful save, the hero is left alive and conscious at 1 hit point.
Stolen from a crusader stance, this means a hero can keep going for quite a while even at low HP.
Any questions/comments/suggestions would be appreciated!
Level
Base Attack Bonus
Fort Save
Reflex Save
Will Save
Special
1st
+1
+2
+2
+2
Bonus Feat
2nd
+2
+3
+3
+3
Bonus Feat
3rd
+3
+3
+3
+3
Weapon Power +1
4th
+4
+4
+4
+4
Bonus Feat
5th
+5
+4
+4
+4
Arrogance of Might, Sight Beyond Sight
6th
+6/+1
+5
+5
+5
Bonus Feat, Mobile Fighter, Weapon Power +2
7th
+7/+2
+5
+5
+5
Massive Leap, Powerful Swimmer
8th
+8/+3
+6
+6
+6
Bonus Feat
9th
+9/+4
+6
+6
+6
Swift Recovery, I Fear No Death, Weapon Power +3
10th
+10/+5
+7
+7
+7
Bonus Feat
11th
+11/+6/+1
+7
+7
+7
Shake It Off
12th
+12/+7/+2
+8
+8
+8
Bonus Feat, Weapon Power +4
13th
+13/+8/+3
+8
+8
+8
Confidence of Might
14th
+14/+9/+4
+9
+9
+9
Bonus Feat
15th
+15/+10/+5
+9
+9
+9
I See All, Weapon Power +5
16th
+16/+11/+6/+1
+10
+10
+10
Bonus Feat
17th
+17/+12/+7/+2
+10
+10
+10
Slayer
18th
+18/+13/+8/+3
+11
+11
+11
Bonus Feat
19th
+19/+14/+9/+4
+11
+11
+11
Heroes Never Die
20th
+20/+15/+10/+5
+12
+12
+12
Bonus Feat
Hit Die: d12
Class Skills: Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Knowledge (nobility) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex)
Skill Points at Each Level: 4 + Int modifier. (x4 at first level)
d12 hit die, since it's supposed to be a tank
Bonus skill points and a good skill list because everyone deserves nice things
Class Features
All of the following are class features of the hero.
Weapon and Armor Proficiency: Heroes are proficient with all simple and martial weapons, with all kinds of armor (heavy, medium and light), and with all shields (including tower shields).
No change here
Bonus Feats (Ex):At 1st level, a hero gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The hero gains an additional bonus feat at 2nd level and every two hero levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A hero must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A hero is not limited to the list of fighter bonus feats when choosing these feats.
Again, no change from the base fighter. Bonus feats are always good!
Weapon Power (Ex): Starting at 3rd level, any weapon a hero wields (included unarmed strikes) is treated as having an enhancement bonus while the hero holds it. This bonus starts at +1 and increases by 1 every three hero levels thereafter (6th,9th,12th,15th) up to a maximum of +5. This weapon can be enchanted normally, but does not count as having an enhancement bonus in determining crafting costs and prerequisites (i.e. it must be enchanted to +1 before the Holy enchantment would be applied, and going from a +1 weapon to a +1 Fiery weapon would cost 6000 gp no matter what the enhancement bonus).
This does a few things. First, it means a fighter can beat you to death with pretty much anything. Second, it makes the golf bag of weapons easier to use - you just need the base weapon, you don't need to enchant them all. Finally, it also gives you more money to spend on other enchantments while still getting attack/damage bonuses.
Arrogance of Might (Ex): A 5th level hero gains Evasion and Mettle.
Sight Beyond Sight (Ex): A 5th level hero gains blindsense 30'.
Evasion and Mettle plus all good saves makes a pretty good tank against a lot of spells. Blindsense helps against things like stealth and invisible opponents that a traditional fighter doesn't really have any counters to, other than magic items.
Mobile Fighter (Ex): A 6th level hero may move during a full attack. They may move a distance up their movement speed and this movement may be split up before attacking, between attacks, and after attacking.
The downside of the standard melee fighter is getting stuck in and having to stand around and trade blows (which thus leads to the popularity of pounce.) Now a fighter can move all they want and still get all their attacks. They still need to tumble or take AoO's, but now at least they have options.
Massive Leap (Ex): At 7th level, a hero may fly as any part of their movement as if they had a fly speed equal to their movement speed with perfect maneuverability (for flight). If they do not end their turn adjacent to a creature or object, they fall at the end of their turn. A hero takes fall damage as if the fall were a lower distance equal to twice their movement speed.
Powerful Swimmer (Ex): A 7th level hero gains a swim speed equal to their land speed.
Some much-needed mobility enhancement, as well as allowing some neat Shadow of the Collosus style maneuvers.
Swift Recovery (Ex): At 9th level, a hero gains fast healing 5
I Fear No Death (Ex): A 9th level hero gains a permanent Death Ward effect.
Adds tankiness in the form of HP recovery as well as immunity to death effects. You can't instant-kill the hero and as long as they're still alive they'll be back in top form shortly.
Shake it Off (Ex): At 11th level, once per encounter on their turn a hero can select one spell, effect, or other condition currently affecting them and with a duration of 1 or more rounds. That effect ends on them immediately. This does not require an action.
A modified Iron Heart Surge, lets a hero get rid of a negative effect.
Confidence of Might (Ex): A 13th level hero gains Improved Evasion and Improved Mettle.
Just improving on the 5th level bonuses.
I See All (Ex): At 15th level, a hero gains an always-active True Seeing effect.
Lets the hero shut down a bunch of spellcasting shenanigans for themselves.
Slayer (Ex): At 17th level, any successful strike on an opponent with CR less than the hero's HD-2 also forces the target to make a Reflex save equal to 10+Hero's HD bonus or die. Even if the opponent succeeds, they still take normal damage. Any opponent with a CR of half or less of the hero's HD who is adjacent to the Hero can be slain instantly as a free action.
This is the only ability I'm really unsatisifed with. CR is metagamey and also innacurate a lot of times, but I'm not sure what to replace it with to keep the flavor and usefuless (that being a hero being able to cut down lesser enemies with little or no effort). I can't use HD since it varies so wildly, and making it HP-based would mean even powerful class-based and casting types would be subject to it while lower level high-hp tanky enemies wouldn't.
Heroes Never Die (Ex): At 19th level, if a hero would be reduced to negative hit points, make a Fortitude save with a DC equal to the negative hit point total. On a successful save, the hero is left alive and conscious at 1 hit point.
Stolen from a crusader stance, this means a hero can keep going for quite a while even at low HP.
Any questions/comments/suggestions would be appreciated!